import { _Math } from './Math.js';
import { Quaternion } from './Quaternion.js';

/**
 * @author mrdoob / http://mrdoob.com/
 * @author kile / http://kile.stravaganza.org/
 * @author philogb / http://blog.thejit.org/
 * @author mikael emtinger / http://gomo.se/
 * @author egraether / http://egraether.com/
 * @author WestLangley / http://github.com/WestLangley
 */

var _vector = new Vector3();
var _quaternion = new Quaternion();

function Vector3(x, y, z) {

	this.x = x || 0;
	this.y = y || 0;
	this.z = z || 0;

}

Object.assign(Vector3.prototype, {

	isVector3: true,

	set: function (x, y, z) {

		this.x = x;
		this.y = y;
		this.z = z;

		return this;

	},

	setScalar: function (scalar) {

		this.x = scalar;
		this.y = scalar;
		this.z = scalar;

		return this;

	},

	setX: function (x) {

		this.x = x;

		return this;

	},

	setY: function (y) {

		this.y = y;

		return this;

	},

	setZ: function (z) {

		this.z = z;

		return this;

	},

	setComponent: function (index, value) {

		switch (index) {

			case 0: this.x = value; break;
			case 1: this.y = value; break;
			case 2: this.z = value; break;
			default: throw new Error('index is out of range: ' + index);

		}

		return this;

	},

	getComponent: function (index) {

		switch (index) {

			case 0: return this.x;
			case 1: return this.y;
			case 2: return this.z;
			default: throw new Error('index is out of range: ' + index);

		}

	},

	clone: function () {

		return new this.constructor(this.x, this.y, this.z);

	},

	copy: function (v) {

		this.x = v.x;
		this.y = v.y;
		this.z = v.z;

		return this;

	},

	add: function (v, w) {

		if (w !== undefined) {

			console.warn('THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
			return this.addVectors(v, w);

		}

		this.x += v.x;
		this.y += v.y;
		this.z += v.z;

		return this;

	},

	addScalar: function (s) {

		this.x += s;
		this.y += s;
		this.z += s;

		return this;

	},

	addVectors: function (a, b) {

		this.x = a.x + b.x;
		this.y = a.y + b.y;
		this.z = a.z + b.z;

		return this;

	},

	addScaledVector: function (v, s) {

		this.x += v.x * s;
		this.y += v.y * s;
		this.z += v.z * s;

		return this;

	},

	sub: function (v, w) {

		if (w !== undefined) {

			console.warn('THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
			return this.subVectors(v, w);

		}

		this.x -= v.x;
		this.y -= v.y;
		this.z -= v.z;

		return this;

	},

	subScalar: function (s) {

		this.x -= s;
		this.y -= s;
		this.z -= s;

		return this;

	},

	subVectors: function (a, b) {

		this.x = a.x - b.x;
		this.y = a.y - b.y;
		this.z = a.z - b.z;

		return this;

	},

	multiply: function (v, w) {

		if (w !== undefined) {

			console.warn('THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.');
			return this.multiplyVectors(v, w);

		}

		this.x *= v.x;
		this.y *= v.y;
		this.z *= v.z;

		return this;

	},

	multiplyScalar: function (scalar) {

		this.x *= scalar;
		this.y *= scalar;
		this.z *= scalar;

		return this;

	},

	multiplyVectors: function (a, b) {

		this.x = a.x * b.x;
		this.y = a.y * b.y;
		this.z = a.z * b.z;

		return this;

	},

	applyEuler: function (euler) {

		if (!(euler && euler.isEuler)) {

			console.error('THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.');

		}

		return this.applyQuaternion(_quaternion.setFromEuler(euler));

	},

	applyAxisAngle: function (axis, angle) {

		return this.applyQuaternion(_quaternion.setFromAxisAngle(axis, angle));

	},

	applyMatrix3: function (m) {

		var x = this.x, y = this.y, z = this.z;
		var e = m.elements;

		this.x = e[0] * x + e[3] * y + e[6] * z;
		this.y = e[1] * x + e[4] * y + e[7] * z;
		this.z = e[2] * x + e[5] * y + e[8] * z;

		return this;

	},

	applyNormalMatrix: function (m) {

		return this.applyMatrix3(m).normalize();

	},

	applyMatrix4: function (m) {

		var x = this.x, y = this.y, z = this.z;
		var e = m.elements;

		var w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);

		this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w;
		this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w;
		this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w;

		return this;

	},

	applyQuaternion: function (q) {

		var x = this.x, y = this.y, z = this.z;
		var qx = q.x, qy = q.y, qz = q.z, qw = q.w;

		// calculate quat * vector

		var ix = qw * x + qy * z - qz * y;
		var iy = qw * y + qz * x - qx * z;
		var iz = qw * z + qx * y - qy * x;
		var iw = - qx * x - qy * y - qz * z;

		// calculate result * inverse quat

		this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
		this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
		this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;

		return this;

	},

	project: function (camera) {

		return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix);

	},

	unproject: function (camera) {

		return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld);

	},

	transformDirection: function (m) {

		// input: THREE.Matrix4 affine matrix
		// vector interpreted as a direction

		var x = this.x, y = this.y, z = this.z;
		var e = m.elements;

		this.x = e[0] * x + e[4] * y + e[8] * z;
		this.y = e[1] * x + e[5] * y + e[9] * z;
		this.z = e[2] * x + e[6] * y + e[10] * z;

		return this.normalize();

	},

	divide: function (v) {

		this.x /= v.x;
		this.y /= v.y;
		this.z /= v.z;

		return this;

	},

	divideScalar: function (scalar) {

		return this.multiplyScalar(1 / scalar);

	},

	min: function (v) {

		this.x = Math.min(this.x, v.x);
		this.y = Math.min(this.y, v.y);
		this.z = Math.min(this.z, v.z);

		return this;

	},

	max: function (v) {

		this.x = Math.max(this.x, v.x);
		this.y = Math.max(this.y, v.y);
		this.z = Math.max(this.z, v.z);

		return this;

	},

	clamp: function (min, max) {

		// assumes min < max, componentwise

		this.x = Math.max(min.x, Math.min(max.x, this.x));
		this.y = Math.max(min.y, Math.min(max.y, this.y));
		this.z = Math.max(min.z, Math.min(max.z, this.z));

		return this;

	},

	clampScalar: function (minVal, maxVal) {

		this.x = Math.max(minVal, Math.min(maxVal, this.x));
		this.y = Math.max(minVal, Math.min(maxVal, this.y));
		this.z = Math.max(minVal, Math.min(maxVal, this.z));

		return this;

	},

	clampLength: function (min, max) {

		var length = this.length();

		return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));

	},

	floor: function () {

		this.x = Math.floor(this.x);
		this.y = Math.floor(this.y);
		this.z = Math.floor(this.z);

		return this;

	},

	ceil: function () {

		this.x = Math.ceil(this.x);
		this.y = Math.ceil(this.y);
		this.z = Math.ceil(this.z);

		return this;

	},

	round: function () {

		this.x = Math.round(this.x);
		this.y = Math.round(this.y);
		this.z = Math.round(this.z);

		return this;

	},

	roundToZero: function () {

		this.x = (this.x < 0) ? Math.ceil(this.x) : Math.floor(this.x);
		this.y = (this.y < 0) ? Math.ceil(this.y) : Math.floor(this.y);
		this.z = (this.z < 0) ? Math.ceil(this.z) : Math.floor(this.z);

		return this;

	},

	negate: function () {

		this.x = - this.x;
		this.y = - this.y;
		this.z = - this.z;

		return this;

	},

	dot: function (v) {

		return this.x * v.x + this.y * v.y + this.z * v.z;

	},

	// TODO lengthSquared?

	lengthSq: function () {

		return this.x * this.x + this.y * this.y + this.z * this.z;

	},

	length: function () {

		return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);

	},

	manhattanLength: function () {

		return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);

	},

	normalize: function () {

		return this.divideScalar(this.length() || 1);

	},

	setLength: function (length) {

		return this.normalize().multiplyScalar(length);

	},

	lerp: function (v, alpha) {

		this.x += (v.x - this.x) * alpha;
		this.y += (v.y - this.y) * alpha;
		this.z += (v.z - this.z) * alpha;

		return this;

	},

	lerpVectors: function (v1, v2, alpha) {

		return this.subVectors(v2, v1).multiplyScalar(alpha).add(v1);

	},

	cross: function (v, w) {

		if (w !== undefined) {

			console.warn('THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.');
			return this.crossVectors(v, w);

		}

		return this.crossVectors(this, v);

	},

	crossVectors: function (a, b) {

		var ax = a.x, ay = a.y, az = a.z;
		var bx = b.x, by = b.y, bz = b.z;

		this.x = ay * bz - az * by;
		this.y = az * bx - ax * bz;
		this.z = ax * by - ay * bx;

		return this;

	},

	projectOnVector: function (v) {

		// v cannot be the zero v

		var scalar = v.dot(this) / v.lengthSq();

		return this.copy(v).multiplyScalar(scalar);

	},

	projectOnPlane: function (planeNormal) {

		_vector.copy(this).projectOnVector(planeNormal);

		return this.sub(_vector);

	},

	reflect: function (normal) {

		// reflect incident vector off plane orthogonal to normal
		// normal is assumed to have unit length

		return this.sub(_vector.copy(normal).multiplyScalar(2 * this.dot(normal)));

	},

	angleTo: function (v) {

		var denominator = Math.sqrt(this.lengthSq() * v.lengthSq());

		if (denominator === 0) console.error('THREE.Vector3: angleTo() can\'t handle zero length vectors.');

		var theta = this.dot(v) / denominator;

		// clamp, to handle numerical problems

		return Math.acos(_Math.clamp(theta, - 1, 1));

	},

	distanceTo: function (v) {

		return Math.sqrt(this.distanceToSquared(v));

	},

	distanceToSquared: function (v) {

		var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;

		return dx * dx + dy * dy + dz * dz;

	},

	manhattanDistanceTo: function (v) {

		return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z);

	},

	setFromSpherical: function (s) {

		return this.setFromSphericalCoords(s.radius, s.phi, s.theta);

	},

	setFromSphericalCoords: function (radius, phi, theta) {

		var sinPhiRadius = Math.sin(phi) * radius;

		this.x = sinPhiRadius * Math.sin(theta);
		this.y = Math.cos(phi) * radius;
		this.z = sinPhiRadius * Math.cos(theta);

		return this;

	},

	setFromCylindrical: function (c) {

		return this.setFromCylindricalCoords(c.radius, c.theta, c.y);

	},

	setFromCylindricalCoords: function (radius, theta, y) {

		this.x = radius * Math.sin(theta);
		this.y = y;
		this.z = radius * Math.cos(theta);

		return this;

	},

	setFromMatrixPosition: function (m) {

		var e = m.elements;

		this.x = e[12];
		this.y = e[13];
		this.z = e[14];

		return this;

	},

	setFromMatrixScale: function (m) {

		var sx = this.setFromMatrixColumn(m, 0).length();
		var sy = this.setFromMatrixColumn(m, 1).length();
		var sz = this.setFromMatrixColumn(m, 2).length();

		this.x = sx;
		this.y = sy;
		this.z = sz;

		return this;

	},

	setFromMatrixColumn: function (m, index) {

		return this.fromArray(m.elements, index * 4);

	},

	equals: function (v) {

		return ((v.x === this.x) && (v.y === this.y) && (v.z === this.z));

	},

	fromArray: function (array, offset) {

		if (offset === undefined) offset = 0;

		this.x = array[offset];
		this.y = array[offset + 1];
		this.z = array[offset + 2];

		return this;

	},

	toArray: function (array, offset) {

		if (array === undefined) array = [];
		if (offset === undefined) offset = 0;

		array[offset] = this.x;
		array[offset + 1] = this.y;
		array[offset + 2] = this.z;

		return array;

	},

	fromBufferAttribute: function (attribute, index, offset) {

		if (offset !== undefined) {

			console.warn('THREE.Vector3: offset has been removed from .fromBufferAttribute().');

		}

		this.x = attribute.getX(index);
		this.y = attribute.getY(index);
		this.z = attribute.getZ(index);

		return this;

	}

});


export { Vector3 };
